Star Wars Battlefront II - Galactic Conquest FAQ

Galactic Conquest General Strategy
Galactic conquest is the game mode during which two players (AI or human) duke
it out for control of the galaxy. This mode has seen some improvement since
the original Battlefront, and therefore can be overwhelming at first. This
FAQ is designed to help you get used to it.
Movement and Fleet Building
Normally, it would seem like a good idea to build as many fleets as
possible. However, seeing as the cost skyrockets after the first few, this is
in fact, a myth. It is only a good idea to have more than one fleet if one
fleet is halfway across the galaxy and the last few planets you need to
capture are on the other side. Fleets actually cost $1000 at first, with the
price going up $1000 each time.
Now, it would also seem like a good idea to go right after the enemy
fleets and kill them in a space battle. This too is a myth, created by the
fact that it would appear your enemies would run out of credits to build
fleets after awhile. While this is true, that would take a long time to
accomplish, and you would still have to capture the opposing planets, and your
enemy would have enough credits for a new fleet in a couple turns anyways.
Instead, let your enemies come to you; concentrate on taking their planets,
while keeping their fleets at bay with easily defendable planets like
Coruscant or Kashyyyk. There a few planets that are frustratingly hard to
keep, and should be gone after last. The list includes Dagobah, Felucia, and
Endor.
Though it may seem like there is a ton of strategy in frivolous things
like blocking enemy paths with fleets, I found it much easier just to storm
the galaxy and isolate the enemy planets in a corner where their fleets are
trapped. I can tell you from experience that attempting blockage of
space 'lanes' and strategically capturing planets just adds time onto the
conflict, which is never good for you.
Purchases
There are many things you can purchase with hard earned credits, the
majority of which are units and buffs. You only start out with the normal
trooper, which though it is substantial in itself, it is always good to have
it accompanied by more versatile units. The prime unit purchase would have to
be the engineer because they have such a wide range of uses and abilities such
as slicing and healing. If you insist on acquiring all of the units, here is
a recommended order in which you should buy them:
1. Engineer
2. Marine (space)
3. Commander
4. Special Class
5. Snipers
6. Rocket men
The other things that you can buy are buffs, such as a hero or advanced
blasters. Most of these are useless, but there are two that can actually
affect the outcome of a battle, and those are hero and garrison. The hero
lets you use a hero in a battle, greatly changing the odds in your favor. The
garrison allows you to add an extra 50 reinforcement points when your points
begin to dwindle. These buffs are useful for maintaining control of planets
like Dagobah or Felucia that are extraordinarily hard to keep.
Using these strategies, it shouldn't be at all hard to get used to the new
conquest features.